I’ll confess, I had no clue what was going on for a little while during the initial stages of play, but bear with it, because those aforementioned emotions pull through. From there, you’ll explore vast surroundings as the game’s plot and framework bobs and weaves around its touching narrative. Starting out, the game sees you observing Kay, asleep in a boat in the middle of the ocean. Players take on the role of a young woman by the name of Kay, and inadvertently work through Kay’s inner feelings, her emotions, and her loneliness. I guess what I’m trying to say (whilst horrendously avoiding spoilers) is that regardless as to who you are, and regardless of your background, you’re bound to relate to at least one issue brought about in this game. It manages to pull from a pool of emotions, and paces itself quite nicely across the board. Sea of Solitude is a very relevant experience in today’s age, and for more reasons than one. I’ve no doubt that this is going to split the proverbial crowd, but allow yourselves to be consumed by not only the game’s beauty, but its deeper meaning, and you’ll find an adventure that’s unlike any other, and then some. Whilst their first party games have been quite hit and miss, their indie publishing has been rather remarkable, and the newly unleashed Sea of Solitude is no exception. By opening up about the lived experience of depression and focusing on the causes rather than the solutions, Cornelia Geppert and the team at Jo-Mei have created something that truly resonates.I think it’s safe to say that EA, as a whole, has been on a knife’s edge over the last year or two, more predominantly, at least, since Star Wars: Battlefront II. This has clearly been a work of catharsis for its designer, blending the two to say something personal and important. It also feels at odds with Geppert’s careful writing, which deftly tackles issues such as divorce and bullying and makes it clear that accepting errors in your thinking or letting go of unsalvageable relationships is a lengthy process. It feels like a concession to conventional video-game progress, where players need an obvious way to track achievements and reach some sort of end state. That message is undercut somewhat, however, by the game’s visual language, which is very much about clearing away a dark taint and releasing distorted thoughts. Sea of Solitude is similar to Shadow of the Colossus in how it acknowledges giant monsters aren’t something to be beaten, and that simply fighting doesn’t mean you’ll succeed. The strong narrative kept me engaged, but finding new uses for the flare in differing settings was satisfying too. Kay soon realises this world harbours her family, who are in a similar state to her own settings such as her father’s dilapidated office symbolise not only her loved ones’ states of mind but also a potential source of their problems. Kay can clear away dark influences by sucking them out of the landscape and into her bright orange backpack, transforming the Berlin-inspired city from a dark and stormy place into a sunnier, pastel-coloured urban oasis rendered beautifully in Geppert’s vibrant style and accompanied by a soothing soundtrack. The first act is all about exploring the sunken city, leaping across rooftops or plunging into the swirling waters while avoiding the sea-creature beneath the surface. Monsters may physically harm Kay, but as a player you never use violence yourself, instead either luring your adversaries into the light or evading them altogether. But designer Cornelia Geppert has a more personal story to tell here, and this slightly jarring first act is the beginning of Kay’s exploration into her feelings of self-loathing, unhappiness and depression. As someone living with clinical depression, I resent the image of it as something inherently dark that needs expunging.
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